Thursday, November 14, 2013

Zen Boat - Project Update #4

We've had several sprint reviews this semester, but I decided to take notes and keep track of this week's progress. We're all working to develop mechanics, levels, and new art for the game. I should spend more time blogging, but I'm glad I have this to include.

Sprint Review 11/14/13

Completed:
·      Crane
·      Rocks
·      Boat

-       Camera/POV angle: How much angle do we need?
-       Rock drop location:
o   Not grabbing and dropping
o   Where to drop – How much boats move
-       Scaling objects into level editor
-       Improved Workflow
o   Mechanic -> Testing -> Iteration -> Updates
To-Do List
-       Current
-       Terrain
-       Lily pad 
-       Whirlpool

Thursday’s Build
·      Rock you can drop
·      Current that moves
·      Collectible to pick up
·      Whirlpool that is a risk
·      End objective (tori gate)
·      Drift Wood
- Stretch Goal – Lily Pad with risk/reward
Angled POV

Cherry Blossom
Lantern
Windmill
Bank

Terrain

Here's another image courtesy of Eric Hurst's Blog


As you can see, we've implemented a basic water environment as well as a whirlpool which represents the end goal.

Thursday, November 7, 2013

Zen Boat - Project Update #3

We're going all out in the pursuit of Zen. The question remains what exactly is Zen and how do you create an experience that enforces that to the player and gives a Zen experience.

One of the biggest challenges I think we have right now is the somewhat loose interpretation of what Zen means. It really breaks down to two trains of thought/definitions:

ZEN (Z-eh-n); noun

  1. Japanese school of thought emphasizing meditation and peacefulness
  2. Total state of focus and togetherness of mind and body.

It's not these definitions are two sides of a coin, but rather they seem to occupy different zones of gameplay experiences.

For example: I would consider Proteus to be a game of meditation and peacefulness. The experience of exploration without objectives creates an environment of serenity and calmness.

The problem I have with Proteus is it really isn't a game. 

Not that there is anything wrong with that, it just becomes a challenge to develop a product that is still engaging, interactive, and most importantly fun while passively/discreetly including goals and purpose.

Looks like we have our work cut out for us :)

Also, here's a picture of our first build: (credit to Eric Hurst's Blog)




Thursday, October 31, 2013

Zen Boat - Project Update #2

So many changes to document and discuss! We've settled on a theme or rather a Unique Selling Point:

Zen Boat will focus on reducing stress. We want to make a game that is peaceful and relaxes the player with both gameplay and aesthetic choices.

I think we have a big task ahead of us because the realities of creating an experience that is intentionally peaceful seems outside the experience or background of anyone on our team, but I'm optimistic we can accomplish it. One benefit of making a game that is beneficial is we can submit our project into the Bench 2 Bedside competition. I know that there will be stiff competition in the EAE category, but I think we have a strong product that can help many different groups (audience) such as recovering patients or PTSD veterans.

I spent a lot of time last week communicating and working individually with members of our team to understand everyone's work load. Some prefer many tasks and responsibilities while other have expressed a need to reduce their assignments or tasks. I'm grateful that everyone feels comfortable enough with me to have them share their current work load so I can better plan and scope.

Another that I worked on this past weekend was creating a Capstone Timeline. One of the biggest things I learned last year was scope and the important of planning ahead. Even though the main focus right now is Alpha at the end of the semester, it's still necessary to plan out the week to week milestones and sprints to determine what's possible from an engineering and art production viewpoint.



My plan over the weekend is to research B2B and plan the logistics of what being in the competition will be in regards to our team process.

Thursday, October 24, 2013

Zen Boat - Project Update #1

We've shared our "research" (read: gaming during the break) and outlined some characteristics of what we want from Zen Boat as we shoot for the alpha deadline:


  • Our game will be casual and for all audiences.
  • Our main gameplay will focus on the interaction between the player and the environment. Your actions will affect the boat or the objects in contact with the boat. Your objective is to always get from Point A (left side of the screen) to Point B
  • Art style will feature paper craft or origami art. Would like to shoot for realistic water as well.
Over the break, I helped set up some of the project management tools for the group. We have everyone in a Zen Boat google group (for mass team communication) and ASANA (for task assignment / small group work). The other big developments are we have a simple level builder (thanks Engineering Team) and a directory for our art assets on copy.com (thanks Art Team). I've communicated with the Design team (myself, Ellis, Rebecca) to develop the gameplay mechanics and features.

I'm really surprised by how quickly we've gotten started and are in the zone right now. I'd be discounting my own contributions if I didn't mention we have a strong project outline, but the execution has been just fantastic from everyone on this team. We're really on the ball and working to make this game happen.

Problem Areas: We need team direction on the overall why and what of this game. What is Zen Boat and Why should you (audience) play it.  

My favorite exercise that we touched on in class this semester was the idea of a Design Box (link here) I think it's really important to find the parameters of your project quickly so you can define the scope and challenges early. 

I believe that working through the box exercise again with the team next week will be beneficial so we can all be on the same page - a collective shared vision


Thursday, October 10, 2013

New Beginnings - Zen Boat

Here we go. Final teams are in place and while Maze Junkies didn't survive into the top 4 this year, I'm optimistic for the future. I had a great time being with everyone else on the MJ prototype team, to everyone who I worked with to get our prototype and presentation organized, thank you.

I'm very grateful to announce I am the Team Lead for the Zen Boat team. There are a number of reasons I'm thankful to be a part of this group and I'll list a few of them below:


  • I get to be a Team Lead again: 
    • As I stated in one of my blog posts before, my goal after I graduate is to get a job as a Producer or Lead in the game or tech industry. One of the largest reasons I came back to do the capstone again was because of the experience I had being a Team Lead. I'm so thankful that I was selected for this project and I'm eager to use my skills to make this game the best it can be.
  • The group I'm working with is awesome:
    • I got a really good feeling from my first impression with the group. There is a good balance of skills and past experiences, but the one thing that connected us all immediately was everyone's eagerness to work on this project. I'm not sure I've ever seen a team translate so quickly from the final selection process to pre-production on a new project, but I'm very optimistic.
  • The Zen Boat game:
    • Zen Boat was in my top three choices for several reasons. I think that the concept is simple, but open for strong design and development. The pitch was unique with strong direction from Ellis who I'm excited is going to be the Lead Designer on the game. I just think that the boat idea is really easy to understand and has a lot of room for creativity moving forward.
My first step as producer was to get everyone's information and backgrounds. Then, as a group, we decided that we needed to research and play games similar to Zen Boat we could design out our current game. 

Thursday, October 3, 2013

New Team - Team Pitch

I'm feeling really good with the progress we've made in the past couple weeks. There is a lot of new information to share and including slides from my presentation that better communicate our theme:

Our game is now called Mouse Junkies:



Our Razor is Labyrinth maze meets pharmaceutical and recreational drugs.

Challenge the player to adapt to the game while under the influence of various treatments.

Example Treatments - Visual, Vita Hardware Effects

LSD - Screen texturized and control shakes, Slow Rumble

Alcohol - Stuttering and stumbling movement, Use Vita gyroscope to stay centered



From a game design standpoint, the new theming really has some fun potential for how we design the player experiences. I like the possibility of using multiple stimulations or substances to change the way the player experiences the game. It also meets Roger's 'Juicy' criteria*

*Roger's 'Juicy' criteria refers to the interesting, bold, or different thing your game/project does that makes it press worthy. I made it up to refer to his preference  recommendation that every game include something unique that makes people want to talk about it. I think he has a valid point, especially from a student perspective. Even though we have a promotional edge where people are more inclined to hear/help student projects, getting a product or game that tries something different is really important to the larger audience. If you have an elevator pitch to sell your game, you need to have something that's so juicy, you just have to have more information.  Sorry, that was a long tangent.

I'm optimistic with our current project. Let's see how we do in front of the jury (or game dev professional panel)

Thursday, September 12, 2013

New Team - To Alpha Stage

My pitch was not selected for the Final 10 so I'm now apart of the Ninja Mouse team.

Interestingly enough, the first and most important feedback we got was that we needed to get rid of the Ninja theme (so no, no Ninja Mouse Trials in the near future for me) and find a way to theme the game.

Theme is an a part of development that has always challenged me. Not that I'm unfamiliar with theming or different themes, but that creating an original theme is difficult to initiate and communicate. It's hard to get everyone on the same page when there isn't anything to base off of.

I'm improving and I feel like I'm more prepared than I was a year ago for the task then I was a year ago, but I need to create some guidelines for how I approach thematic questions.